PdF:SZ6110 Gamification in Education - Course Information
SZ6110 Gamification in Education
Faculty of EducationSpring 2025
- Extent and Intensity
- 0/2/0. 3 credit(s). Type of Completion: k (colloquium).
In-person direct teaching - Teacher(s)
- Mgr. Jan Miškov (lecturer)
Mgr. Bc. Jan Nehyba, Ph.D. (seminar tutor) - Guaranteed by
- Mgr. Bc. Jan Nehyba, Ph.D.
Department of Education – Faculty of Education
Contact Person: Mgr. Jan Miškov
Supplier department: Department of Education – Faculty of Education - Course Enrolment Limitations
- The course is offered to students of any study field.
The capacity limit for the course is 15 student(s).
Current registration and enrolment status: enrolled: 0/15, only registered: 0/15, only registered with preference (fields directly associated with the programme): 0/15 - Course objectives
- The purpose of the course is to provide students with basic theoretical knowledge and practical
skills related to gamification in education and game-based learning.
The aim is to teach students to:
● Appropriately use games as an educational tool
● Appropriately include the gamification features in teaching practice
● Work with online gamification tools (Classcraft, MinecraftEDU) - Learning outcomes
- By the end of this course students will be able to gamify his own lessons and
apply their knowledge of game-based learning in a project that will be concluded by:
a) a plan for a short course created on Classcraft platform
b) a lesson plan created on MinecraftEDU platform
c) a plan for an original educational LARP - Syllabus
- 1. Introductory meeting – course requirements
- 2. What do we see as a game? Role of game in society, Videogames and their impact, Gamification trivia
- 3. Gamification in education. Game-based learning. Good and worse examples in practice.
- 4. The effect of gamification and game-based learning on motivation and educational results of students.
- 5. Rules for successful use of games or gaming features in teaching. What to avoid. Potential risks connected with videogames. Teaching inspiration.
- 6. Classcraft as a platform for gamification of (not only) class management.
- 7. MinecraftEDU. The possibilities of a virtual sandbox.
- 8. LARPs. Application of LARPs in teaching.
- 9. Final meeting.
- Literature
- CHEN, Ching-Huei a Victor LAW. Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior [online]. 2016, 55, 1201-1212
- FERGUSON, Chris. Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance. Perspectives on Psychological Science [online]. 2015
- YOUNG, Michael F. Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education. Review of Educational Research [online]. 2012, 82(1), 61-89
- GEE, James Paul. What video games have to teach us about learning and literacy. Revised and updated ed. New York: Palgrave Macmillan, c2007. ISBN 978-1-4039-8453-1.
- SICART, Miguel. The ethics of computer games. Cambridge, Mass.: MIT Press, c2009. ISBN 978-0-262-01265-2.
- KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer, [2012]. ISBN 978-1-118-09634-5.
- SANCHEZ, Eric, Shawn YOUNG a Caroline JOUNEAU-SION. Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies [online]. 2017, 22(2), 497-513
- ČINČERA, Jan. Práce s hrou: pro profesionály. Praha: Grada, 2007. Pedagogika. ISBN 978-80- 247-1974-0.
- WOUERS, Pieter, Christof VAN NIMWEGEN, Herre VAN OOSTERDORP a Erik D. VAN DER SPEK. A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology [online]. 2013, 105(2), 249-265
- SHORT, Dan Brian. Teaching Scientific Concepts using a Virtual World - Minecraft. Teaching Science [online]. 2012, (58), 55-58
- MÄYRÄ, Frans. An introduction to game studies: games in culture. Los Angeles: SAGE, 2008. ISBN 978-1-4129-3445-9.
- KAUFMAN, Geoff a Mary FLANAGAN. A psychologically “embedded” approach to designing games for prosocial causes. Cyberpsychology: Journal of Psychosocial Research on Cyberspace [online]. 2015, 9(3)
- DONOVAN, Tristan. Replay: the history of video games. East Sussex: Yellow Ant, c2010. ISBN 978-0-9565072-0-4.
- BAER, Stephen. The Rise of Educational Games. ELaerningINDUSTRY [online]. 2018 [cit. 2019-02-22].
- HUIZINGA, J. Homo ludens : o původu kultury ve hře. Translated by Jaroslav Vácha. Vyd. 2., v edici Studie 1. Praha: Dauphin, 2000, 297 s. ISBN 8072720201. info
- Teaching methods
- Distance education through e-learning with introductory and concluding meeting that will take form of frontal teaching and discussion.
- Assessment methods
- 1. Completing assignments from each unit
2. Final project
3. Peer-assessment of the final project - Language of instruction
- Czech
- Teacher's information
- Except for the introductory and final meeting, the course will be taking place here:
https://moodlinka.ics.muni.cz/course/view.php?id=2862
In order to finish the course successfully students must continually go through the units and complete the assignments. Most of the materials included in this course are available in English only. Students are expected to understand English sufficiently.
- Enrolment Statistics (Spring 2025, recent)
- Permalink: https://is.muni.cz/course/ped/spring2025/SZ6110